Artificial Intelligence
The advantage of the initiative
Information Sciences: an International Journal - Special issue on Heuristic search and computer game playing
Games solved: now and in the future
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
The accelerated k-in-a-row game
Theoretical Computer Science
CG '00 Revised Papers from the Second International Conference on Computers and Games
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 1
On the fairness and complexity of generalized k-in-a-row games
Theoretical Computer Science
A method to construct knowledge table-base in k-in-a-row games
Proceedings of the 2009 ACM symposium on Applied Computing
Enhancements of proof number search in Connect6
CCDC'09 Proceedings of the 21st annual international conference on Chinese control and decision conference
Construction of opening book in connect6 with its application
CCDC'09 Proceedings of the 21st annual international conference on Chinese control and decision conference
Job-level proof-number search for connect6
CG'10 Proceedings of the 7th international conference on Computers and games
Theoretical Computer Science
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Bitboard knowledge base system and elegant search architectures for Connect6
Knowledge-Based Systems
FPGA-based Connect6 solver with hardware-accelerated move refinement
ACM SIGARCH Computer Architecture News - ACM SIGARCH Computer Architecture News/HEART '12
Hi-index | 0.00 |
This paper contains three contributions. First, it introduces a new family of k-in-a-row games, Connect(m,n,k,p,q). In Connect(m,n,k, p,q), two players alternately place p stones on an m ×n board in each turn, except for the start when the first player places q stones at her first move. The player who first obtains k consecutive stones of her own first wins. The traditional game five-in-a-row, also called Go-Moku, in the free style is Connect(15,15,5,1,1). For brevity, Connect(k,p,q) denotes the game Connect(∞,∞,k,p,q), played on infinite boards. Second, this paper analyzes the characteristics of these games, especially for the fairness. In the analysis of fairness, we first exclude the ones which are apparently unfair or solved. Then, for the rest of games, we argue that p=2q is a necessary condition for fairness in the sense that one player always has q more stones than the other after making a move. Among these games, Connect(6,2,1) is most interesting to this paper and is named Connect6. Third, this paper proposes a threat-based strategy to play Connect(k,p,q) games and implements a computer program for Connect6, based on the strategy. In addition, this paper also illustrates a new null-move search approach by solving Connect(6,2,3) where the first player wins. The result also hints that for Connect6 the second player usually should not place the initial two stones far away from the first stone played by the first player.